Beispiel #1
0
        public override void Init()
        {
            var width  = RenderContext.Current.ScreenPixelSize.X;
            var height = RenderContext.Current.ScreenPixelSize.Y;

            GBuffer             = new FrameBuffer(width, height);
            GBuffer.ObjectLabel = nameof(GBuffer);
            //GBuffer.InitNormal();

            // R11fG11fB10f --> rgba16f
            // Warning: R11fG11fB10f has no sign bit!

            GPosition = new RendererTexture(nameof(GPosition), TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb16f, width, height, 0, PixelFormat.Rgb, PixelType.Float, IntPtr.Zero);
            GPosition.SetNearestFilter();
            GBuffer.DestinationTextures.Add(GPosition);
            GBuffer.BindTexture(GPosition, FramebufferAttachment.ColorAttachment0);

            GNormal = new RendererTexture(nameof(GNormal), TextureTarget.Texture2D, 0, PixelInternalFormat.Rgb16f, width, height, 0, PixelFormat.Rgb, PixelType.Float, IntPtr.Zero);
            GNormal.SetNearestFilter();
            GBuffer.DestinationTextures.Add(GNormal);
            GBuffer.BindTexture(GNormal, FramebufferAttachment.ColorAttachment1);

            GAlbedoSpec = new RendererTexture(nameof(GAlbedoSpec), TextureTarget.Texture2D, 0, PixelInternalFormat.Rgba, width, height, 0, PixelFormat.Rgba, PixelType.UnsignedByte, IntPtr.Zero);
            GAlbedoSpec.SetNearestFilter();
            GBuffer.DestinationTextures.Add(GAlbedoSpec);
            GBuffer.BindTexture(GAlbedoSpec, FramebufferAttachment.ColorAttachment2);

            GMaterial = new RendererTexture(nameof(GMaterial), TextureTarget.Texture2D, 0, PixelInternalFormat.R11fG11fB10f, width, height, 0, PixelFormat.Rgb, PixelType.Float, IntPtr.Zero);
            GMaterial.SetNearestFilter();
            GBuffer.DestinationTextures.Add(GMaterial);
            GBuffer.BindTexture(GMaterial, FramebufferAttachment.ColorAttachment3);

            GL.DrawBuffers(4, new DrawBuffersEnum[]
            {
                DrawBuffersEnum.ColorAttachment0,
                DrawBuffersEnum.ColorAttachment1,
                DrawBuffersEnum.ColorAttachment2,
                DrawBuffersEnum.ColorAttachment3,
            });

            // var rboDepth = new RenderBuffer(gBuffer, RenderbufferStorage.DepthComponent, FramebufferAttachment.DepthAttachment);
            // rboDepth.ObjectLabel = nameof(rboDepth);

            // Attach default Forward Depth Buffer to this Framebuffer, so both share the same depth informations.
            var fwPipe = RenderContext.Current.GetPipeline <ForwardRenderPipeline>();

            GL.FramebufferRenderbuffer(FramebufferTarget.Framebuffer, FramebufferAttachment.DepthAttachment, RenderbufferTarget.Renderbuffer, fwPipe.FrameBuffer.RenderBuffer.Handle);

            GBuffer.Check();

            _DefLightShader = new RendererShader("Shaders/deferred-shading.vert", "Shaders/deferred-shading.frag", null, false);
            if (Renderer.Current.UseShadows)
            {
                _DefLightShader.SetDefine("USE_SHADOW");
            }
            _DefLightShader.Compile();
            _DefLightShader.SetInt("gPosition", 0);
            _DefLightShader.SetInt("gNormal", 1);
            _DefLightShader.SetInt("gAlbedoSpec", 2);
            _DefLightShader.SetInt("gMaterial", 3);

            vbo = new VertexBufferObject();
            vbo.Create();
            vbo.Bind();

            var layout = VertexLayoutDefinition.CreateDefinitionFromVertexStruct <VertexDataPos2UV>();

            vao = new VertexArrayObject(layout.BindToShader(_DefLightShader), vbo);
            vao.Create();

            vao.SetData(BufferData.Create(_vertices));
        }